Hi,
thank you for letting me know in advance.
Yes, Alex gave me a solution, that is the FSAA, but it requires 4x of VRAM
and fill rate, so I suppose it should slow down the animation speed. If you
instead think it's good for animations too, please let me know, so I will go
to study that topic (I already gave it a look and it seems to be hard...).
Also, I suppose that sorting the polygons at run-time should slow down the
animation speed too. If not so, please let me know.
All I have to do are some cubes (each one is 6 Quads with 6 maps).
rotating and moving in a 3D space, with antialias. But it seems to be a
difficult challenge...
Thank you.
Best Regards
--
Lorenzo
email: email@hidden
> From: Vincenzo Kreft-Kerekes <email@hidden>
> Date: Fri, 17 Sep 2004 08:30:04 -0400
> To: 'Lorenzo' <email@hidden>
> Subject: RE: GL_POLYGON_SMOOTH creates bad lines
>
> I presume you're talking about internal seams; GL_POLYGON_SMOOTH requires
> accumulation of the alpha value from the triangles to eliminate the internal
> common edge of your quad since all edge fragments are blended for the
> desired antialiasing effect, regardless of their edge flag. So make sure
> your blending equation is set properly to accumulate the alphas, then sort
> your polygons front to back otherwise your drawing order will be inverse and
> in general try to avoid GL_POLYGON_SMOOTH as it's a dead feature not
> supported on newer cards and in a year or two from now all the effort you
> now put into it will not be visible to >90% of your customers. Depending on
> the edge effect you want, Alex gave you a few other alternatives well worth
> exploring, also fragment shaders into pbuffers for blending feedback (some
> time in the future) emulating this feature might be yet another option.
>
> -----Original Message-----
> From: mac-opengl-bounces+vincenzo=email@hidden
> [mailto:mac-opengl-bounces+vincenzo=email@hidden] On
> Behalf Of Lorenzo
> Sent: Friday, September 17, 2004 4:47 AM
> To: email@hidden
> Subject: GL_POLYGON_SMOOTH creates bad lines
>
> Hi,
> when I set
>
> glShadeModel(GL_SMOOTH);
> glEnable(GL_POLYGON_SMOOTH);
>
> I see on my mapped QUAD, some gray diagonal lines over the map.
> How can I eliminate those lines?
>
>
> Best Regards
> --
> Lorenzo
> email: email@hidden
>
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